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Everything posted by leudaimon
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https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangent I managed to get a Brazilian launch site pretty accurate using this as a guideline.
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Great! This will increase immersion and allow for launching "real" missions with the correct dates much more easily!
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The OP had your answer:
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Yes, CKAN should include them automatically, but make sure they were installed.
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@Nolys_ Did you also install the texture pack and the dependencies?
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@ebigunso Welcome to RO! RO is not just a pack of mods. RO itself includes the configs that make the parts in stock and other parts packs, and also other mods, to behave like in real life. Additionally, some of the mods that RO depends on are not updated to 1.1.x yet, and that is the main reason RO was not updated actually.
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I'm playing on RO and would like to add come custom ground stations. Is it necessary to edit the RemoteTech_Settings.cfg file on RSS directly, or is it possible to add a different file only with the stations I want to add? In case it's possible, any directions on how to build this file? Thanks!
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1) Can't help much, but I also get bothered by that. I know these contracts come from stock, would it be possible to restrict this to probes with fuel? One possible workaround I considered was labelling these probes as debri, given I've never seen these contracts spawning for debries. 2) 5km/s looks a little high, but not that much; should not be less than 4 anyway. The most efficient way is set your flyby such that the periapsis of the transfer orbit is close to one of the poles, in an altitude close to your intended periapsis in the final low orbit.
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I know this is a very general question and not totally related to RP-0, but I believe that given the amount of different parts packs most people use to play here someone might have an answer... After installing a bunch of parts packs to have a nice selection of engines, probes and other utilities (mostly solar panels, given I only use procedural parts for aerodynamics and tanks and I'm not interested in replicating real rockets), I have a bunch of duplicate items. I wonder if there is some tool, ingame or otherwise, to do a couple of things: 1) Know from which mod is a given part - this would help me to know if I have unnecessary mods, or at least get to the correct part folder to delete redundant parts. I always wonder why a list of the parts is not included in the OP of parts mods in the forum or in the github readme. Is this information available and readable in some file of a parts mod? 2) Delete automatically duplicate parts 3) Delete all parts of a given type in a mod (Here I have custom tanks in mind, given I use only procedural ones).
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Not really. You would do better doing the workaround proposed above by @KillAshley or installing some of the mods that bring engine performance and tank dry weights to more realistic figures, otherwise you will need really big rockets.
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@Starwaster Thank you very much! It worked now.
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@Starwaster I'm on version 7.3.2, installed from CKAN on KSP 1.0.5 My ModuleManager.ConfigCache. Thank you for the lightning fast response!
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I think I might have a problem with deadly reentry settings, given my crew died from g-forces at 3g during reentry. I don't think this is reasonable, does anybody know what should the deadly reentry settings be? I looked at the numbers in the DeadlyReentry button, but I could not make much sense from them (numbers are too high to be g numbers).
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@MatBailie and @Sput42 Thank you for the advice! My install was actually broken (yes, speed was increasing slowly during reentry - as the orbit was almost circular the increase was very small). I reinstalled everything, and now my reentry is working properly. Some of this advice will be useful anyway, as my astronaut died because of the g-forces during reentry (which I thought strange, given it happened at 5g, and during launch I got to 7g), even though the capsule survived just fine. I'll have to tinker with this to get a proper reentry.
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Thanks!
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I think a similar problem was already raised, but couldn't find it. I'm playing RP-0, and got my first orbital reentry. The problem is, apparently the atmosphere is generating heat, but not aerodynamic drag. As you can imagine, this is not a nice combination. My Mk1 capsule explodes before the ablator runs out, no matter what periapsis I aim for (tried several altitudes from 90-50km). I believe no drag is occurring because my speed is not reduced at all, my apoapsis remains the same (145-160km) during the whole process. In an earlier craft I tried a reentry of a probe using heat shields, and also failed, but as it was coming from high orbit, I thought that the heat shield simply did not have good enough specs for this reentry. Much earlier (possibly before some update, as I've been going for a couple of months in this career), I managed to reenter a similar small probe from LEO even without heat shields, using high drag wing brakes. Is there any reported issue with FAR or Deadly Reentry? Maybe I should try a fresh install? My current install is from CKAN, and I'm on linux x64.
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I'm trying to figure out the output for the starting "parking orbit" I should aim for at launch. I see that its inclination is provided, but couldn't find the correct longitude of ascending node anywhere. I wonder whether the only way to figure it out is by using hyperedit and a dummy spacecraft and maneuver node, as you exemplify in the tutorial? I'm doing a career in RP-0 and would be glad if I could figure out some way of launching correctly without needing a new edit in the savefile for every launch. Even though AN longitudes are not easily available from KER, it is possible to eyeball it from some orbital parameters such as angle to equatorial AN before launch. As I imagine the longitude of AN for the boost is already used in the calculations, it could be easy to include in the final output.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
leudaimon replied to cybutek's topic in KSP1 Mod Releases
@Padishar Thank you for the response! Yeah, I tought there wasn't something like that. I don't think it sould be very complicated to add an option in the rendezvous selection that consists of a custom orbit, and would be great for planning, but I'm also aware that this kind of thing that looks really simple tends to be a hell to implement. I don't like the hyperedit approach because looks a little like cheating to me... but I know I'm quite crazy for that... @petersohn What I usually do is to use the rendezvous option and look at the angle to AN and DN. When one of these is 0º, I launch into the correct inclination (Which is also available in the rendezvous category). It's usually quite accurate (In RSS I tend to get inclinations relative to the moon below 0.5º directly from launch to LEO).